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MedicalVisualization

Blinn-Phong Lighting

OpenGL Lighting | | OpenGL Texturing

Standard algorithm for the lighting of vertices tailored for the GPU

  • Phong in 1975, modified by Jim Blinn in 1977
  • strictly local
  • empirical not physically motivated


Locally reflected light consists of 4 terms:

I=Iemissive+Idiffuse+Ispecular+Iambient


Constant ambient light (no emission):


Diffuse reflected light (gradual intensity change):

  • The light intensity I is proportional to NL:
    • I=(NL)IL
      • L light vector to light source (normalized with unit length)
      • N normal vector of the surface (normalized with unit length)
      • IL intensity of the light source (RGB components).


Specular reflected light (high-lights):

  • I=(RV)nIL
    • R reflected light vector (normalized with unit length)
    • V view vector (normalized with unit length)
    • n specular exponent
    • IL intensity of the light source (RGB components).


All 4 terms combined:

More details in chapter #5 of the OpenGL Programming Guide

OpenGL Lighting | | OpenGL Texturing

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